Destroying a Door Through Hit Point Damage


Advice


https://www.d20pfsrd.com/equipment/damaging-objects/

Say someone had a steel greatsword (default material) and started smacking a wooden door. How would you calculate the result?

What if the door was stone?

What if the door was iron (same hardness as the greatsword)?

What if the greatsword was adamantine?

What if it was an adamantine rapier?

I'm particularly trying to figure out the interaction of these two sections:

"Ranged Weapon Damage

Objects take half damage from ranged weapons (unless the weapon is a siege engine or something similar). Divide the damage dealt by 2 before applying the object’s hardness.

Ineffective Weapons

Certain weapons just can’t effectively deal damage to certain objects. For example, a bludgeoning weapon cannot be used to damage a rope. Likewise, most melee weapons have little effect on stone walls and doors, unless they are designed for breaking up stone, such as a pick or hammer."

If we say the steel greatsword deals full damage to the iron door, then we'd take the greatsword damage and subtract 10 due to hardness. But that then also means a level 1 Warrior (NPC class) with 13 Strength, Power Attack, and a greatsword could do 1 damage average per swing (7 from weapon, 1 from strength, 3 from Power Attack) to any iron door he found...even a two foot thick iron vault door. That two foot thick iron door would just have 12 times the hit points of a normal iron door (which is two inches thick)...so 720 HP...or 72 minutes of hacking at the door.

Which doesn't seem reasonable (the sword would break or it just wouldn't be effective...but I don't know how to translate "most melee weapons have little effect" and combine that with the ranged weapon damage rule.

Help!


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Weapons that are suitable to damage an object is entirely up to the GM discretion. Myself, I would not think a greatsword (even adamantine) a suitable weapon to break down a door, of any sort, other than a paper one or bamboo?. A warhammer, more likely. Or a pick for stone/metal door. An argument about attacking the weak points of a door (ie hinges through the gap) might sway me, but it depends in the situation. I have a claymore and several large pieces of 3/4inch plywood that they can try to swing at if they really want to get the point.

If anyone insisted on it regardless, I’d let them try while keeping track of the weapon’s hardness and HP, and see which gives way first. The weapon is likely to come away damaged first. As for a ranged weapon? Only if it was magical, and then only if it has explosive or impact related enchantments.


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Just let them hack the g$*$+$n door with any weapon of their choosing. It's a lot better than the alternative, which is to force your martial characters to sit in the corner and do nothing while the wizard solves the problem in 6 seconds with a spell (in this case, Knock).

If damage is what they contribute to the party, then let them contribute. These characters, even at level 1, are extraordinary, not extra ordinary. They deserve some narrative freedom.


You might let the steel sword take the same damage it tries to inflict on the steel door... that solves the problem pretty fast.

Cutting your way through castle walls with adamantine falchions is standard tactic for mid level chars.


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It depends on the GM what works and what doesn't. I wouldn't be too fussy about it, because even if any weapon works fine, it still requires time and wouldn't do it fast enough to escape something quickly.

If they have all the time they need, then I would just handwave it. Making them roll over and over again doesn't add anything to the game.

I wouldn't try to be particularly realistic about it, especially for a higher level party.

GM: "sorry, your adamantine greatsword is ineffective against this iron door."

Player: "umm, okay. My weapon can cleave through an Iron Golem with no problem but doesn't work on a plain metal door. Sure."


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I'm in the camp of "Let it happen, martial characters shouldn't get penalized against being able to destroy things". Either that or you just run into situations where your martial characters will carry one weapon for combat, and carry a few mundane weapons for breaking down things. Probably just some sort of club and pick so that they can have "effective" melee weapons.

Either that or you're just going to tell them no melee weapons are effective, which is kind of crappy. So basically after 1st level when their gold isn't limited they'll either buy the weapons that you've deemed are effective, or you'll have deemed no weapons effective. Are you really worried about what probably amounts to a 20 gp gold tax on martial characters? Just let them use their weapons. If you want to be a little more "real" then say that unless they use the correct type of weapon, they only deal half damage. That's penalty enough on it's own, as it costs more time. And if time isn't an issue, then there was never really going to be a problem anyways. They would have "infinite" time to figure out how to get through it.

And, as someone else mentioned, the alternative is worse. As you would be relegating martial characters narratively ineffective while allowing magic to continue to solve any problems. Stone door or wall in the way? Shape stone! Sure it costs a limited resource, but it's something that martial characters couldn't do at all. And there's already enough of that, we don't need to add "can't break down door" to the list.

Edit: Also in regards to weapons breaking, a barbarian can go their whole career with the same weapon without ever being required to repair or even sharpen their weapon. Basically, unless the rules specify a weapon takes damage, it doesn't. And there's really no reason to say a weapon breaks trying to break a door down as opposed to trying to destroy an iron golem.


As a DM, I do not see a problem here with any character cutting through doors with their weapons, assuming the weapon qualities fit the situation. The in game fix for a party of characters going around knocking down all the doors like it is a video game or a board game is to use those random encounter charts to slow them down. Banging on a door with anything is quite noisy and noise attracts random encounters, especially if you calculate or extrapolate the amount of time it would take to cause the door to be knocked down. When they figure that out and they get a way to silence the action, (I am unaware of a way to silence blows without an area effect) the silence allows those same random encounters to walk right up on them being as noisy as they want because the characters are unable to hear their approach. Give them some time to enjoy having figured out a trick, but then counter with something else. If they restrict themselves to only knocking down doors the party rogue cannot pick or the wizard cannot use magic to open, then, unless there is a story reason, it becomes the remaining and natural option to get through that door. When it is all said and done, you are the DM and the final arbiter of the rule set (you even get to implement your own rule modifications called house rules for your game). This should be a little fun for you too...

Dark Archive

Just buy a battering ram.
Or better yet an admantine battering ram


The breaking of verisimilitude in respect of breaking down doors and the like is highly dependent on the players' and GM's conception of the game. For example, would a martial artist monk with exploit weakness be allowed to shoot down a steel door with a bow or tunnel through solid rock with his bare hands? Under the rules, it should be allowed, though it may take some time. But what the group wants may be different.

My advice as others have stated is talk to the players and see what level of verisimilitude they want.


It's not exactly in the rules but you could give each item a damage type (eg rope / slashing). If the weapon you're using doesn't deal the listed damage type then the object's effective hardness is doubled. If you wanted you could rule that axes get treated as slashing and bludgeoning when it comes to damaging an object (since it's what axes are designed to do).

Additionally, you could rule that whenever you are attacking an object then the hardness of what you're using is compared against the hardness of the target. Which ever object has the lowest hardness is the one that takes the damage rolled. If the hardness is the same then the damage gets applied to both items.

With these two rules in place if you have an iron door/bludgeoning and someone hacks away at it with their adamantine sword they will make progress, but there's a chance their sword might break before they finish hacking through the door.


Claxon wrote:
Edit: Also in regards to weapons breaking, a barbarian can go their whole career with the same weapon without ever being required to repair or even sharpen their weapon. Basically, unless the rules specify a weapon takes damage, it doesn't. And there's really no reason to say a weapon breaks trying to break a door down as opposed to trying to destroy an iron golem.

I expect most of the repair/sharpening of the sword is taken place in the background for anyone that is proficient with their weapons, or when having a magic weapon is common, magic takes care of the whole 'remaining sharp' issue.

But good luck taking on an iron golem with a non-magical weapon. I am sure it can be done with a sufficiently powerful build ... but is probably a bad idea.


The ranged weapon damage rule is irrelevant to this question. Unless you're throwing the greatsword at the door...?

A greatsword is a poor choice for damaging a door, adamantine or no. I'd be inclined to allow half damage to the door and half to the weapon. On a natural 1, full damage to the weapon. Using weapons for non-weapon purposes is dicey and risks damaging them. You'd be better off carrying a crowbar, axe, hammer, or traveler's any-tool for such purposes.


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This is a game where casters can shape and reshape the very cosmos itself, but martial characters can't be expected to kick down doors or shatter stone without people complaining about how unrealistic it is. Apparently Pathfinder martials don't even rise to the level of an action movie star...

The Exchange

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"Destroying a Door Through Hit Point Damage "... well, is it fun?

Yes? Allow it. make up rules for doing it... and let the monsters do it too.

No? don't allow it. make up rules for WHY it can't be done and stick to them (realizing that the Players will come up with workarounds to any obstacle put in their path. In fact, just stating that it can't be done will get the PCs working on HOW to do it...).

A side note on the "hammer and pick" for digging thru rock - this is not the pick many people are thinking of...

hammer and pick:
"The hammer and pick, sometimes referred to as hammer and chisel, is a symbol of mining, often used in heraldry. It can indicate mining, mines (especially on maps or in cartography), or miners, and is also borne as a charge in the coats of arms of mining towns.

The symbol represents the traditional tools of the miner, a hammer and a chisel on a handle, similar to a pickaxe, but with one blunt end. They are pictured in the way a right-handed worker would lay them down: the pick with the point to the right and the handle to the lower left, the hammer with the handle to the lower right and the head to the upper left. The handle of the pick protrudes over the head, because the head is not permanently fixed, but can be swapped for a newly sharpened head when it is blunt from use."

They are normally used in hard rock mining by placing the pick (or chisel) against the rock face and striking it with the hammer. Picks are NOT used by swinging them against the rock face. So... it's really only in fantasy is a pick used to dig thru rock.


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DeathlessOne wrote:
Claxon wrote:
Edit: Also in regards to weapons breaking, a barbarian can go their whole career with the same weapon without ever being required to repair or even sharpen their weapon. Basically, unless the rules specify a weapon takes damage, it doesn't. And there's really no reason to say a weapon breaks trying to break a door down as opposed to trying to destroy an iron golem.

I expect most of the repair/sharpening of the sword is taken place in the background for anyone that is proficient with their weapons, or when having a magic weapon is common, magic takes care of the whole 'remaining sharp' issue.

But good luck taking on an iron golem with a non-magical weapon. I am sure it can be done with a sufficiently powerful build ... but is probably a bad idea.

It would be challenging, but not insurmountable. The important part isn't about the challenge of fighting it though, the important part is that doing so causes no damage to your weapon. Even if it's a basic steel non-magical weapon.

My post there was to try to dissuade anyone form unfairly penalizing martial characters for trying to break down a door with their weapon, but applying damage to their weapons.

As for sharpening. There is actually a sharpening stone. It has a mechanical effect of increase your damage by 1 for 1 attack. So as far as mechanics are concerned, a sharp sword is worth +1 damage, but it only lasts for 1 attack.


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Claxon wrote:
It would be challenging, but not insurmountable. The important part isn't about the challenge of fighting it though, the important part is that doing so causes no damage to your weapon. Even if it's a basic steel non-magical weapon.

You are correct, that there is no rule calling out that using a non-magical steel weapon against an iron golem (or stone golem) results in damage to a weapon. Realistically, however, no one is going up against them without a magic weapon and living to tell the tale. Unless they run, or have other methods to fall back on.

Quote:
My post there was to try to dissuade anyone form unfairly penalizing martial characters for trying to break down a door with their weapon, but applying damage to their weapons.

Unfairly penalizing? The rules say that certain types of weapons are ineffective against stone/metal objects. Without clarifying exactly which ones, it leaves it up to GM discretion. If I (as a GM) say the weapon is ineffective and the player persists in their attempts, I am not going to tell them they CANNOT do something, but that there will be consequences. At that point, their weapon taking damage (which can be done through enemies attempting to sunder their weapon) is not an "unfair" solution. I can respect your opinion of fairness while disagreeing with it.

Quote:
As for sharpening. There is actually a sharpening stone. It has a mechanical effect of increase your damage by 1 for 1 attack. So as far as mechanics are concerned, a sharp sword is worth +1 damage, but it only lasts for 1 attack.

I am aware of the sharpening stone, and it's relative uselessness. I was speaking more along the lines of simply maintaining your weapon as if there was some level of realism going on. Magically enhanced weapons (thus, outside the realm of 'realism') may never need maintenance because of their nature.


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I remember one homebrew campaign where the 3rd-level party was exploring a small, apparently abandoned tower on the beach reputed to be a meeting point for slave traders. When the fighter and my alchemist stepped through the portculis, it slammed down. My alchemist made a Reflex save to dive outside, but the fighter failed. So, we had one fighter trapped in the killbox of the tower, with hidden archers shooting arrows at him through slits. Trying to lift the portculis failed, so his only escape was bashing through the portculis or the metal door to the interior. The portculis had more hit points than the door and no-one else in the party had high strength.

We looked up the numbers. Iron door: hardness 10, hit points 60, break DC 28. The fighter had a +3 strength bonus, so two-handing a longsword gave 1d8+4 damage. If he rolled a 7 or 8, then some damage got past the hardness. The critical hits were more valuable, since they gave 2d8+8 damage. He was fighting defensively (due to the arrows) and the door's AC was 5, so he hit on a 3 or higher. Therefore, his damage per turn came out to 1.13.

Fortunately, due to some lucky crits, he needed only 20 turns to smash through the door rather than 53 turns. Through the bars of the portculis my alchemist handed him all the healing potions and infusions available, and occasionally bombed an arrow slit to slow down the archers. The other party members searched for another entrance.

Realistically, a sword should not smash a door, but more realistic methods are not well covered in the rules and would have required more time to prepare. We were desperate and the GM allowed it. Maybe the old door was rusty. We could have tried a log on the beach as a battering ram, if we found a good log. Pathfinder would treat it as an improvised greatclub, -4 to hit (i.e., no fighting defensively) and 1d10+4 damage. Due to fewer crits, the battering ram log would deal only 1.26 damage per turn, barely an improvement and less defensive.


Mathmuse wrote:
Realistically, a sword should not smash a door, but more realistic methods are not well covered in the rules and would have required more time to prepare. We were desperate and the GM allowed it. Maybe the old door was rusty. We could have tried a log on the beach as a battering ram, if we found a good log. Pathfinder would treat it as an improvised greatclub, -4 to hit (i.e., no fighting defensively) and 1d10+4 damage. Due to fewer crits, the battering ram log would deal only 1.26 damage per turn, barely an improvement and less defensive.

Using a large log as a battering ram would definitely be an improvised weapon, but an almost ideal type of weapon to attack a door or portcullis. It would not be 'unfair' to double the damage such an item was able to do to the object in question, especially if several people used it once.


I would rule it impossible unless the weapon is harder than the target. Equal hardness, the damage is going to show on the smaller object first--the weapon.

I would be inclined to say that slashing weapons are going to be basically ineffective against flat surfaces.

I don't even understand how you can critical a solid surface.


Loren Pechtel wrote:

I would rule it impossible unless the weapon is harder than the target. Equal hardness, the damage is going to show on the smaller object first--the weapon.

I would be inclined to say that slashing weapons are going to be basically ineffective against flat surfaces.

I don't even understand how you can critical a solid surface.

So steel can't break glass because class has a higher hardness.

You might want to rethink that rule.


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thorin001 wrote:
Loren Pechtel wrote:

I would rule it impossible unless the weapon is harder than the target. Equal hardness, the damage is going to show on the smaller object first--the weapon.

I would be inclined to say that slashing weapons are going to be basically ineffective against flat surfaces.

I don't even understand how you can critical a solid surface.

So steel can't break glass because class has a higher hardness.

You might want to rethink that rule.

Hardness in Pathfinder does not mean the Mohs index of hardness, where steel has hardness 4.5 and glass has hardness 5.5. Instead, it means how much the material resists damage. The table Substance Hardness and Hit Points says that glass has hardness 1 and steel and iron have hardness 10.

However, let's face it: in real life a leather-tipped wooden battering ram bound in iron rings to prevent splitting can bash through an iron door. A steel file can have a hardened rasping surface (Mohs index 7.5) that can cut through an ordinary steel bar, but it can be broken by the steel head of a hammer. Pathfinder calls all these tools steel and nothing but steel. The ability to resist damage from other weapons is different from the ability to resist damage from its intended use.

And adding damage to weapons from ordinary use opens a gigantic amount of bookkeeping that would grind combat to a halt. If we want iron golems to break unenchanted swords used against them, then add that as an ability of iron golems.


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thorin001 wrote:

So steel can't break glass because class has a higher hardness.

You might want to rethink that rule.

I am not saying I agree with a straight hardness versus hardness ruling myself but, ... I am not sure where you are getting that glass has a higher hardness than steel.

As for beating down doors with weapons not made for it, I will have the weapons become damaged. Not necessarily breaking them, but doing damage (and they might gain the broken condition if damaged to 50%, but that's not the same as breaking them). As a GM, it is my job to adjudicate situations fairly, especially when there are no explicit rules for it.

Kaouse wrote:
Just let them hack the g@+&&!n door with any weapon of their choosing. It's a lot better than the alternative, which is to force your martial characters to sit in the corner and do nothing while the wizard solves the problem in 6 seconds with a spell (in this case, Knock).

I think I know what you're trying to imply: the we should just let players fly and jump 200 foot chasms just because they can't... <---- playful sarcasm ... but I am not letting them hack through any door they want with any weapon they want just because the alternative is allowing a character who prepared a spell or bought a resource or planned ahead 6 seconds to do so. Sorry, your whip (even your lethal damage whip) or spiked chain isn't going to work just because you decided to focus your entire character on being a whip user. Buy a crowbar.

If your players seriously whine and threaten to sit in a corner when you say there's a locked door and the wizard actually gets a chance to cast a knock spell they have prepared because you're taking away their schtick of dealing damage (conveniently forgetting that they can deal damage in almost every encounter in an adventure unless there's absolutely no combat in it), then that's being petulant.
Wizard:"Hey, I can cast my knock spell finally. I didn't know if it would come in handy, but I prepared it just in case and now I get a chance to use it. This will just take six seconds and ..."
Other PC: Gah! Six seconds! I have to sit in this corner and do absolutely nothing for less time than it takes for me to whine and complain about how I can't ever use this sword in any possible situations in this entire adventure! The GM never lets me do my thing! I mean, this game is about dealing damage, not coming up with solutions to problems and adventures that involve more than... just killing every child and animal we come across... and hitting things with swords. There's absolutely no options in this game without being able to just beat every single object down with brute force! Also, I completely refuse to see the contradiction here!
It's like he's forcing us to... team up with a rogue (or, actually even anyone) with Disable Device... or a wizard (or actually anyone) who can use
knock... or carry a crowbar... or seek out the key... or go around the door... or use any one of a half dozen tools or items for dealing with doors. I mean... there's nothing I can do!
So now I'm just gonna sit here and pout. You just tell me when you're finis... Oh, you were done two minutes ago? What's on the other side? A cliff, I hit it with my longsword until we can walk up the slope... What? You expect me to carry a rope?!"


Balkoth wrote:

https://www.d20pfsrd.com/equipment/damaging-objects/

Say someone had a steel greatsword (default material) and started smacking a wooden door. How would you calculate the result?

What if the door was stone?

What if the door was iron (same hardness as the greatsword)?

What if the greatsword was adamantine?

What if it was an adamantine rapier?

Doesn't matter what material the door is, just apply the rules. Well, ok if the door is Adamantine its important, but only against adamantine weapons.

In general, this is all simplified. If you want to damage the weapons, its fine. Warn the players by telling them how much damage the weapon takes after a few swings. Don't just have it suddenly break unless they have replacements on hand. But don't feel obligated to damage the weapons, it isn't part of the rules and its just putting a wet blanket on the players for no real gain.

If the greatsword is adamantine...its still not the ideal weapon to damage a door. Half damage and it does its normal thing of bypassing hardness. If it was an axe vs wood, or a pick vs stone I'd give full damage. A greatsword could get full damage vs a flesh door I suppose?

A rapier is a poor choice for trying to damage any inanimate object. Well, ok it might be good at piercing windows or damaging locks. Breaking things where precision is more important than force. Still, for a door I'd just rule the rapier is not viable. I'd allow the adamantine rapier to poke a hole in the door, but it would be hours before you could get through the door with it. Rounds for an adamantine axe.

The same with most ranged weapons. Breaking a rope should be fine, breaking a castle wall should be impossible unless you are using a canon or siege weapon. Ranged weapons should be less effective than melee weapons at breaking stuff.


What has the party fought before getting to this door? For a wood door I'd just rule the greatsword is "ineffective" and note one of the axes the party left on the thugs last room would work fine.


DeathlessOne wrote:
You are correct, that there is no rule calling out that using a non-magical steel weapon against an iron golem (or stone golem) results in damage to a weapon. Realistically, however, no one is going up against them without a magic weapon and living to tell the tale. Unless they run, or have other methods to fall back on.

It doesn't matter that no PC character is likely to fight an iron golem without a magical weapon, the important part is that doing so does not by the rules innately damage their weapon, regardless of the kind of weapon.

Claxon wrote:
My post there was to try to dissuade anyone form unfairly penalizing martial characters for trying to break down a door with their weapon, by applying damage to their weapons.
DeathlessOne wrote:
Unfairly penalizing? The rules say that certain types of weapons are ineffective against stone/metal objects. Without clarifying exactly which ones, it leaves it up to GM discretion. If I (as a GM) say the weapon is ineffective and the player persists in their attempts, I am not going to tell them they CANNOT do something, but that there will be consequences. At that point, their weapon taking damage (which can be done through enemies attempting to sunder their weapon) is not an "unfair" solution. I can respect your opinion of fairness while disagreeing with it.

Yes, unfairly penalizing. Perhaps I was unclear. It's fair for a GM to rule the weapon deals no damage while attempting to sunder the door (although I also disagree but it's a separate issue). It's not fair to say the attempt damages their weapon (because it's not in the rules). At the very least as a GM you should tell the player "Your character knows that this type of weapon is ineffective, and attempting to use it in this manner would damage it" as the character would know that kind of information, even if the player doesn't. Otherwise you're pulling a gotcha that isn't written in the rules.


Claxon wrote:
Yes, unfairly penalizing. Perhaps I was unclear. It's fair for a GM to rule the weapon deals no damage while attempting to sunder the door (although I also disagree but it's a separate issue). It's not fair to say the attempt damages their weapon (because it's not in the rules). At the very least as a GM you should tell the player "Your character knows that this type of weapon is ineffective, and attempting to use it in this manner would damage it" as the character would know that kind of information, even if the player doesn't. Otherwise you're pulling a gotcha that isn't written in the rules.

Oh, I see. An assumption was made that I wouldn't warn the character of the consequences of their actions. That was incorrect. We can move along now.


DeathlessOne wrote:
Oh, I see. An assumption was made that I wouldn't warn the character of the consequences of their actions. That was incorrect. We can move along now.

I don't know if this was intentional on your behalf, but as an FYI this comes across as rude.

You're previous post to me read as though you wouldn't clearly warn them it would damage their weapon, before having it do so. We may have misunderstood one another, but your above post is dismissively rude. Also, I do apologize in advance if I've misread your tone.

Anyways, it's still worth discussing about whether or not melee weapons should be allowed to break down the door. I made my points above as to why it should be allowed, regardless of the kind of weapon and I can summarize below:

1) If you're going to allow any weapon to effectively break down the door, then the PC needs to merely spend a small amount of gold and carry the right weapon with them. If you want to force this...I guess go ahead. But it's a lot more fun for the PCs if they can use their normal weapon to heroically break down the door. Especially when the "effective weapons" are going to cost less than 20 gp and carry weight is mostly negligible for most melee characters.
2) If no weapons are effective you've taken narrative ability out of the hands of martial characters and are allowing it to only be done by casters.
3) If you're worried about it because of "realism", you should stop letting anyone use magic. The game is unrealistic, and doesn't attempt realism. Stop holding non-magic characters to the standard of realism but allowing casters to bypass it.

Please note the arguments have nothing to with you in particular, and are merely a summation of my arguments why you should allow a melee character to use any weapon to break down door or walls (potentially at a penalty of 1/2 or 1/4 damage for effectiveness if you really feel it's necessary).

Also, this isn't to say such an action shouldn't have consequence. It should be loud, attract attention, and take time.


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Pizza Lord wrote:


Kaouse wrote:
Just let them hack the g@+&&!n door with any weapon of their choosing. It's a lot better than the alternative, which is to force your martial characters to sit in the corner and do nothing while the wizard solves the problem in 6 seconds with a spell (in this case, Knock).
I think I know what you're trying to imply: the we should just let players fly and jump 200 foot chasms just because they can't... <---- playful sarcasm ...

Sarcasm or not, this strawman of my point is pretty poor. You might not know this, but regular people are able to break stone. Regular people aren't able to fly and jump 200 ft chasms. That said, the characters we play in this game, aren't regular people. They are EXTRAORDINARY people, with EXTRAORDINARY abilities. The fact that you think something possible for regular people is somehow an issue for EXTRAORDINARY people, is problematic.

My major point here, is that anything a regular person could do, is something I would mostly handwave a PC doing. Or at least allow an attempt without penalty.

Quote:

but I am not letting them hack through any door they want with any weapon they want just because the alternative is allowing a character who prepared a spell or bought a resource or planned ahead 6 seconds to do so. Sorry, your whip (even your lethal damage whip) or spiked chain isn't going to work just because you decided to focus your entire character on being a whip user. Buy a crowbar.

If your players seriously whine and threaten to sit in a corner when you say there's a locked door and the wizard actually gets a chance to cast a knock spell they have prepared because you're taking away their schtick of dealing damage (conveniently forgetting that they can deal damage in almost every encounter in an adventure unless there's absolutely no combat in it), then that's being petulant.
Wizard:"Hey, I can cast my knock spell finally. I didn't know if it would come in...

Can you not see the issue here is endemic of a greater problem? Martial characters have preciously few ways to interact with the narrative of a story, while casters have every tool available.

If the party wants to track down an item, the caster can cast Scrying, Locate Object, or any other number of divinations to help find it. What can the Fighter do besides sit in a corner and twiddle his thumbs?

If the party wants to sneak into a dangerous area and recover said item, the Wizard can cast Invisibility in order to bypass any guards, and escape with Dimension Door/Teleport/Word of Recall. What can the Fighter do besides sit in a corner and twiddle his thumbs?

If the party gains audience with the king and needs to curry his favor , then the caster can cast things like Charm Person, or even Dominate Person, to turn the King into their puppet. What can the Fighter do besides sit in a corner and twiddle his thumbs?

Now, obviously, you might point to skills. A Fighter could attempt to track items with Survival and Perception. They could attempt to elude capture with Stealth and Sleight of Hand. They could attempt to curry favor with the Kind using Bluff and Diplomacy. And they could even attempt to open locked doors using Disable Device.

The problem with all of these options is that they all suck compared to the magical solution, which more often than not, completely bypasses the problem. Worse still, even when skills are useful, the Fighter gets literally no bonuses to using them in any meaningful way, while the caster can cast a myriad of spells to boost their skill checks into the stratosphere.

Need a Perception check? The caster can cast Acute Senses for a +30 bonus. Need a Bluff check? Glibness does the same. Then there's stuff like Focused Scrutiny, which boosts all of the nominal "face" skills, or Tears to Wine, which boosts all INT and WIS skill checks.

In the game of skills, the only thing that matters is who has the highest bonus. Everyone else literally need not apply. The Fighter, who gets no in class boosts to any of his skills, is often relegated to sitting in a corner, and twiddling his thumbs.

So when it comes down to it, 2/3 of Pathfinder is problem solving, with only 1/3 of it being combat. If you relegate the Fighter to only being useful in combat, then for the other 2/3 of the game, the fighter generally isn't having fun. Mind you, the Fighter has massive issues even being useful while inside of combat if they aren't an archer or aren't being carried by the team.

And that's the problem here. You are shrinking the tiny amount of power the Fighter has to solve problems via HP damage, and instead relegating it to just another spell the caster can cast. Casters can already do everything, even combat, better than Fighters can. Why not at least let Fighters do this?

What's worse is that the restriction doesn't even make sense from a gameplay perspective, as another poster pointed out. If a weapon isn't suitable to cut a door made out of stone or wood, why would it suddenly be suitable to cut a golem made of the same material? Do items now take damage when you attack a golem? What about an animated object? Are you telling me I can attack an animated door more easily than I can attack a regular door, or do my weapons take damage when I attack those too? Seriously, it's f%@+ing ludicrous to not allow characters to break down doors.


Claxon wrote:
I don't know if this was intentional on your behalf, but as an FYI this comes across as rude.

It was certainly not intended to be rude. Dismissive, possibly, but not rude. If you find the language rude, than I apologize you feel that way. I was merely seeking to move along after the misunderstanding was identified.

I did not feel it necessary (and still do not) to "clearly" explain what my warning of consequences would be. I expect that if a player was warned of consequences, they would inquire as to the possible consequences. If they don't, well ... Nothing teaches better than a little bit of trauma, in small doses. Hearing their weapon 'crack' as it gains the broken condition might push them to think a bit more in the future. It would be a minor annoyance, but easily repairable.

No one is arguing that the game needs to be perfectly realistic, so it is not really productive to make arguments about why a martial should be able to cut through a door like a hot knife through butter (excuse my exaggeration) and why magic users shouldn't be able to use magic if the martials can not. The rules exist and leave it open to interpretation for the GM. I merely stated what I would do. At this point, I feel no further need to defend my interpretation.


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Pizza Lord wrote:
". . . A cliff, I hit it with my longsword until we can walk up the slope... What? You expect me to carry a rope?!"

I'm so saving this part for the next "paizo y u not let fiter chop mountain" thread that I forget to ignore.


DeathlessOne wrote:

No one is arguing that the game needs to be perfectly realistic, so it is not really productive to make arguments about why a martial should be able to cut through a door like a hot knife through butter (excuse my exaggeration) and why magic users shouldn't be able to use magic if the martials can not. The rules exist and leave it open to interpretation for the GM. I merely stated what I would do. At this point, I feel no further need to defend my interpretation.

I'm going to focus on the issue here.

No one is suggesting "hot knife through butter". I'm suggesting that you allow PCs to deal damage to whatever with their weapons, and proceed to chop through the door's HP. A basic wooden door has hardness 5 and 10 hp. Is it really a problem that the barbarian wants to use their greatsword instead of an axe to chop through it? If the axe can cut through it and apply damage against it's hp through it's hardness, is it really such a problem to allow it with a different weapon type?


Claxon wrote:
No one is suggesting "hot knife through butter"...

Hence the "excuse my exaggeration".

Quote:
Is it really a problem that the barbarian wants to use their greatsword instead of an axe to chop through it? If the axe can cut through it and apply damage against it's hp through it's hardness, is it really such a problem to allow it with a different weapon type?

Overall? No, it is not a problem. The issue comes down to how you want to play.

Low levels, with non-magical weapons, attempting to chop down a wood door with a greatsword is going to be a little difficult (read: very). A few more levels, with a magic weapon, not so difficult (read: takes a bit of time, but do-able). Even a magical, adamantine weapon is going to take a LONG time to cut through a wall.

Perhaps it comes down to encouraging the players to think of different ways to approach their problem, other than with "I hit it with my weapon (or kinetic blast) until the HP goes away". If some level of realism doesn't fit your playstyle (and that is accounting for the existence of magic), I would suggest that our playstyles are incompatible.


Mathmuse wrote:
thorin001 wrote:
Loren Pechtel wrote:

I would rule it impossible unless the weapon is harder than the target. Equal hardness, the damage is going to show on the smaller object first--the weapon.

I would be inclined to say that slashing weapons are going to be basically ineffective against flat surfaces.

I don't even understand how you can critical a solid surface.

So steel can't break glass because class has a higher hardness.

You might want to rethink that rule.
Hardness in Pathfinder does not mean the Mohs index of hardness, where steel has hardness 4.5 and glass has hardness 5.5. Instead, it means how much the material resists damage. The table Substance Hardness and Hit Points says that glass has hardness 1 and steel and iron have hardness 10.

Yeah, it was the Pathfinder hardness numbers I was thinking of.

Quote:
However, let's face it: in real life a leather-tipped wooden battering ram bound in iron rings to prevent splitting can bash through an iron door. A steel file can have a hardened rasping surface (Mohs index 7.5) that can cut through an ordinary steel bar, but it can be broken by the steel head of a hammer. Pathfinder calls all these tools steel and nothing but steel. The ability to resist damage from other weapons is different from the ability to resist damage from its intended use.

I was thinking of things like using swords against walls--basically improvised tools. You are talking about tools specifically engineered for the job, of course they work, no need to check hardness.

Quote:
And adding damage to weapons from ordinary use opens a gigantic amount of bookkeeping that would grind combat to a halt. If we want iron golems to break unenchanted swords used against them, then add that as an ability of iron golems.

Yeah, weapon damage isn't worth the paperwork unless you're playing some sort of computer-assisted game.


Loren Pechtel wrote:
Quote:
However, let's face it: in real life a leather-tipped wooden battering ram bound in iron rings to prevent splitting can bash through an iron door. A steel file can have a hardened rasping surface (Mohs index 7.5) that can cut through an ordinary steel bar, but it can be broken by the steel head of a hammer. Pathfinder calls all these tools steel and nothing but steel. The ability to resist damage from other weapons is different from the ability to resist damage from its intended use.
I was thinking of things like using swords against walls--basically improvised tools. You are talking about tools specifically engineered for the job, of course they work, no need to check hardness.

Yet Pathfinder does not describe the tools for the job of opening a secure door, except for lockpicks and siege weapons. If I said that my character was carrying around a hardened steel chisel and a mallet for opening steel doors, or a fireman's axe for chopping through wooden doors, what numbers would I use? Thus, we end up adapting the rules for handheld weapons whose damage is based on how well they hurt flesh rather than chip stone or bend iron.

The rules as written give us weapon damage, and the GM is allowed to modify it by common sense, "No, you cannot destroy the iron door by slashing it with a rapier." But since the rules do not directly address the appropriate tools for chopping through a door, we improvise as we see fit, i.e. expect different results from different GMs. I believe in a generous flexibility to allow some of the weapons available. For example, I would say, "Axes and hammers are fine. Finesseable blades are not. A greatsword is like an axe, but it is not built for such impacts, so if you roll a natural 1, it takes the damage instead of the door."


Wow, this thread got a lot busier than expected. I'll try to respond to what I can.

Kaouse wrote:
Just let them hack the g#%$&%n door with any weapon of their choosing. It's a lot better than the alternative, which is to force your martial characters to sit in the corner and do nothing while the wizard solves the problem in 6 seconds with a spell (in this case, Knock).

Well, the party is level 5 and the lock DC is 30. That means the Wizard has to spend one of their second highest spell slots to have a 30% chance of unlocking the door. And if there's an Arcanist or Sorcerer instead (which there is), it would be one of their highest spell slots.

Kaouse wrote:
If damage is what they contribute to the party, then let them contribute. These characters, even at level 1, are extraordinary, not extra ordinary. They deserve some narrative freedom.

A level 1 NPC Warrior with a normal weapon is extraordinary? Why do the characters need to be able to get through any metal door at level 1 when the rogue can't pick it and the wizard doesn't have a spell to get past it?

Claxon wrote:
Are you really worried about what probably amounts to a 20 gp gold tax on martial characters? Just let them use their weapons.

I'm more worried about a level 1 character being able to break down the strongest standard door in the game in a few minutes time.

Thedmstrikes wrote:
The in game fix for a party of characters going around knocking down all the doors like it is a video game or a board game is to use those random encounter charts to slow them down.

They're not in a situation where a random encounter would stumble across them.

blahpers wrote:
The ranged weapon damage rule is irrelevant to this question. Unless you're throwing the greatsword at the door...?

I was trying to figure out what "Likewise, most melee weapons have little effect on stone walls and doors" meant. Because presumably shooting an arrow into an iron door would be less effective than smacking the door with an sword. Ergo a sword would still have to do 50% damage (or more) if so.

Kaouse wrote:
This is a game where casters can shape and reshape the very cosmos itself, but martial characters can't be expected to kick down doors or shatter stone without people complaining about how unrealistic it is. Apparently Pathfinder martials don't even rise to the level of an action movie star...

I have no problem with the party breaking doors with strength checks (kicking in the door). And it would be easy to do so at this level for weaker doors. But an Iron Door is literally the strongest door described. Nor would I expect a level 5 monk to be shattering stone effortlessly -- in a few more levels, sure.

Mathmuse wrote:

We looked up the numbers. Iron door: hardness 10, hit points 60, break DC 28. The fighter had a +3 strength bonus, so two-handing a longsword gave 1d8+4 damage. If he rolled a 7 or 8, then some damage got past the hardness. The critical hits were more valuable, since they gave 2d8+8 damage. He was fighting defensively (due to the arrows) and the door's AC was 5, so he hit on a 3 or higher. Therefore, his damage per turn came out to 1.13.

Fortunately, due to some lucky crits, he needed only 20 turns to smash through the door rather than 53 turns.

First, objects are immune to crits.

Second, imagine if he was a level 1 human fighter with "only" 18 strength.

6 (from strength) + 3 (power attack) + 7 (greatsword) = 16 average damage per hit.

He'd still smash through that door very quickly.

deuxhero wrote:
What has the party fought before getting to this door? For a wood door I'd just rule the greatsword is "ineffective" and note one of the axes the party left on the thugs last room would work fine.

Some cultists, none of whom had an axe. Swords, bows, and maces.

Claxon wrote:
Also, this isn't to say such an action shouldn't have consequence. It should be loud, attract attention, and take time.

How much time? By my calculations the party paladin was going to take about half a minute.

Kaouse wrote:
So when it comes down to it, 2/3 of Pathfinder is problem solving, with only 1/3 of it being combat. If you relegate the Fighter to only being useful in combat, then for the other 2/3 of the game, the fighter generally isn't having fun. Mind you, the Fighter has massive issues even being useful while inside of combat if they aren't an archer or aren't being carried by the team.

My games are significantly more combat heavy, maybe even 80%+ combat.

I've also significantly buffed Fighters.

Also, the party doesn't have a Fighter -- the person trying to hack through the door is a Paladin (who does have magic and some other stuff).

Kaouse wrote:
Seriously, it's f#*#ing ludicrous to not allow characters to break down doors.

What's the point of having a variety of doors (and different break DCs for the doors) if it's so simple to just destroy them in a few rounds? Why should a level 1 party be able to break down any door in existence in the span of a few minutes? DCs on breaking down doors range from 13 to 28 -- and I don't think any character can reasonably hit a DC28 strength check at level 1. But many characters would easily beat 10 damage per swing with a 2H weapon and/or Power Attack.

Claxon wrote:
A basic wooden door has hardness 5 and 10 hp. Is it really a problem that the barbarian wants to use their greatsword instead of an axe to chop through it?

No. I'm perfectly fine with the party easily being able to hack through a basic wooden door. But my concern isn't a basic wooden door.


If you're worried about them breaking through things find a way to secure things that doesn't involve just doors.

As for how much time it takes...well I can't tell you since it will depend on the characters in your campaign and I have no idea what their stats are. Going back to the simple wooden door, if you're PC can deal 15 damage in one attack it can sunder the door in one mighty blow.

Also, if you don't think time isn't a balance on the martial characters, you probably need to add more things that happen around the PCs. An example of what I mean:
The party is in a dungeon busting down doors instead of quietly disabling the locks. Two rooms later they find they're greeted by all the enemies within earshot whom decided to get together and prepared their ranged weapons and set up some cover to hide behind and placed oil on the floor to make it slippery/difficult terrain.

And, if for some reason there is nothing in the game world to react to the PCs....well you're the GM.


If a Level 1 NPC Warrior has more than 12 STR, it too is extraordinary. An average person's STR is 10, while 12 is above-average. Anything more than that is extraordinary.

While an NPC with a Greatsword could theoretically whittle away at an iron door (better than tunneling through Shawshank with a spoon or filing away iron bars with a nail sharpener), it would take a prohibitively long time, and more than likely attract unwanted attention.

A single inch of iron has 30 HP and Hardness 10. If you want a door to be difficult to get through, you could make it of an unknown thickness to dissuade attacks (It's not like your party knows how thick any given door is, so you can keep its health secret pretty easily). Or better yet, treat all doors as Adamantine, with hardness 20. By the time the party is strong enough to deal with that, the wizard should likely already have teleportation or other methods of bypassing doors.

At any rate, yes, Doors have Break DCs. From my reading of it, these Break DCs basically allow you to burst down the door with a single standard action so long as you make the requisite STR check. Such a thing is way more efficient than attempting to hack through the door for multiple rounds with no real way of knowing how much longer it will take.

But Doors also have Hardness and HP for a reason. I would totally allow a player to hack down a door if they so choose, and if it's something that Fighters can do at early levels that the wizard can't do as easily until later on, then I'm more than fine with that bit of early niche protection staying in the game.

As an aside, Level 5 Martial Artist Monks literally have the ability to ignore hardness and DR with Exploit Weakness, so... yeah.


Claxon wrote:
As for how much time it takes...well I can't tell you since it will depend on the characters in your campaign and I have no idea what their stats are. Going back to the simple wooden door, if you're PC can deal 15 damage in one attack it can sunder the door in one mighty blow.

Level 5 Paladin, 20 Strength (18 + 2 from belt), 6 (PA) + 7 (Str) + 1 (Magic Weapon) + 7 (Greatsword) = 21 damage per hit. So 11 damage per hit if I say it damages the door normally, or roughly 6 swings (36 seconds).

Claxon wrote:
Also, if you don't think time isn't a balance on the martial characters, you probably need to add more things that happen around the PCs.

The PCs are in the middle of a combat with the cultists. However, there's only one hallway between them and the cultists which the PCs are filling with Create Pit and Grease spells -- so far the cultists haven't been able to do much and won't be able to for several minutes at the current rate.

Kaouse wrote:
If a Level 1 NPC Warrior has more than 12 STR, it too is extraordinary. An average person's STR is 10, while 12 is above-average. Anything more than that is extraordinary.

A dog has 13 strength. There are also quite a few human/half-elf/half-orc commoners with 13+ every -- every human COMMONER has one stat in 13, one in 12, and one in 11. If any of those is strength and the +2 racial bonus is strength, there's your 13 strength (or perhaps the farmer just has 13 strength outright).

Kaouse wrote:
While an NPC with a Greatsword could theoretically whittle away at an iron door (better than tunneling through Shawshank with a spoon or filing away iron bars with a nail sharpener), it would take a prohibitively long time, and more than likely attract unwanted attention.

Would you consider 6-7 minutes a prohibitively long time?

And hell, if the NPC has 12-13 base STR with another +2 from race that brings his average damage from 1 to 3 -- so more like 2-2.5 minutes.

Kaouse wrote:
By the time the party is strong enough to deal with that, the wizard should likely already have teleportation or other methods of bypassing doors.

The Paladin (or anyone with decent strength, 2H, and PA) could get past DR 20. The Wizard still only has a 30% chance per knock spell at the cost of a very significant spell slot still -- and I could make the lock DC 35 for a 5% chance or DC 40 for 0% chance.

Kaouse wrote:
At any rate, yes, Doors have Break DCs. From my reading of it, these Break DCs basically allow you to burst down the door with a single standard action so long as you make the requisite STR check. Such a thing is way more efficient than attempting to hack through the door for multiple rounds with no real way of knowing how much longer it will take.

Indeed. Except no one in the party can simply burst it open (yet). That's why I picked such a difficult door in for this particular door.

Kaouse wrote:
As an aside, Level 5 Martial Artist Monks literally have the ability to ignore hardness and DR with Exploit Weakness, so... yeah.

One specific archetype of one specific class is very different from any Fighter/Slayer/Paladin/Barbarian/Bloodrager/etc with high strength and Power Attack.


Balkoth wrote:
Claxon wrote:
Also, if you don't think time isn't a balance on the martial characters, you probably need to add more things that happen around the PCs.
The PCs are in the middle of a combat with the cultists. However, there's only one hallway between them and the cultists which the PCs are filling with Create Pit and Grease spells -- so far the cultists haven't been able to do much and won't be able to for several minutes at the current rate.

Oh, that's easy. The cultist take a ladder leaning against the wall, or a table in the room, or something, and place it over the pit and on top of the grease. There are options to make sure that PCs don't just have minutes of free time to hack down the door.


Mathmuse wrote:

We looked up the numbers. Iron door: hardness 10, hit points 60, break DC 28. The fighter had a +3 strength bonus, so two-handing a longsword gave 1d8+4 damage. If he rolled a 7 or 8, then some damage got past the hardness. The critical hits were more valuable, since they gave 2d8+8 damage. He was fighting defensively (due to the arrows) and the door's AC was 5, so he hit on a 3 or higher. Therefore, his damage per turn came out to 1.13.

Fortunately, due to some lucky crits, he needed only 20 turns to smash through the door rather than 53 turns.

Balkoth wrote:
First, objects are immune to crits.

Ah, my GM, the fighter's player, and I had missed that rule. A keyword search found it in the Additional Rules chapter of the Core Rulebook in the Smashing Objects section: "Immunities: Objects are immune to nonlethal damage and to critical hits."

I wonder whether that applies to the Sunder combat maneuver, too?

Balkoth wrote:

Second, imagine if he was a level 1 human fighter with "only" 18 strength.

6 (from strength) + 3 (power attack) + 7 (greatsword) = 16 average damage per hit.

He'd still smash through that door very quickly.

My comment was #17 in this thread. Other people had already explained the rules and the gaps in the rules. My goal was to illustrate the rules in practice with a story from an actual game, because theorycrafting tends to view everything as optimized. Not all PCs are well optimized. The fighter did not have Strength 18, he did not know Power Attack, and he did not wield a greatsword. The GM had based the campaign on a novel and the adventure was not well-balanced for Pathfinder rules; hence, it had a killbox situation that was too difficult a challenge for our level.

At an average of 16 damage per hit, smashing through a 60-hit-point iron door with hardness 10 would take 10 rounds. By some standards, one minute is quickly. Stuck locked in a room with archers shooting, one minute is lengthy.

Balkoth wrote:
What's the point of having a variety of doors (and different break DCs for the doors) if it's so simple to just destroy them in a few rounds? Why should a level 1 party be able to break down any door in existence in the span of a few minutes? DCs on breaking down doors range from 13 to 28 -- and I don't think any character can reasonably hit a DC28 strength check at level 1. But many characters would easily beat 10 damage per swing with a 2H weapon and/or Power Attack.

Yes, this is vital question in game design. Secure doors are designed to stop intruders, so why don't they stop the PCs? It is a deliberate plot weakness, because the game designers don't want the PCs stopped by something as boring as a barred door. The in-game excuse is that Strength 16 is considered very strong, even for a soldier, and Strength 18 or 20 is extraordinary.

Except that sometimes, we GMs do want the PCs stopped. In The Divinity Drive, the 6th module of Iron Gods, one door in the first section leads to a fatal encounter to a party that has not leveled up and prepared for the encounter. It is a heavy-duty adamantine door almost impossible to break through. The Iron Gods subforum has a few descriptions of how the party busted through the door or adjacent wall anyways, and either died or ran away. Or as in my story, the keep on the coast was based on a non-adventuring story, so it had a door that intruders should not have been able to break through in time, except that we had the Pathfinder rules wrong and allowed critical hits on objects.

If Pathfinder had a tool known as a door-smashing axe that was deliberately designed to chop through wooden doors, and adventurers made sure to carry one, then the GM could put wooden doors where the PCs could go and metal doors were the PCs couldn't.


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Kaouse wrote:

Can you not see the issue here is endemic of a greater problem? Martial characters have preciously few ways to interact with the narrative of a story, while casters have every tool available.

If the party wants to track down an item, the caster can cast Scrying, Locate Object, or any other number of divinations to help find it. What can the Fighter do besides sit in a corner and twiddle his thumbs?

If the party wants to sneak into a dangerous area and recover said item, the Wizard can cast Invisibility in order to bypass any guards, and escape with Dimension Door/Teleport/Word of Recall. What can the Fighter do besides sit in a corner and twiddle his thumbs?

If the party gains audience with the king and needs to curry his favor , then the caster can cast things like Charm Person, or even Dominate Person, to turn the King into their puppet. What can the Fighter do besides sit in a corner and twiddle his thumbs?

Now, obviously, you might point to skills. A Fighter could attempt to track items with Survival and Perception. They could attempt to elude capture with Stealth and Sleight of Hand. They could attempt to curry favor with the Kind using Bluff and Diplomacy. And they could even attempt to open locked doors using Disable Device.

The problem with all of these options is that they all suck compared to the magical solution, which more often than not, completely bypasses the problem. Worse still, even when skills are useful, the Fighter gets literally no bonuses to using them in any meaningful way, while the caster can cast a myriad of spells to boost their skill checks into the stratosphere.

Need a Perception check? The caster can cast Acute Senses for a +30 bonus. Need a Bluff check? Glibness does the same. Then there's stuff like Focused Scrutiny, which boosts all of the nominal "face" skills, or Tears to Wine, which boosts all INT and WIS skill checks.

This is a very poorly framed argument. Its practically a list of why you shouldn't use spells to do any of this!

Divination Magic generally isn't worth casting before you get 7th level spells. Answers are generally vague or simple yes/no answers. If you are close enough that Locate Object works, a decent search of the complex would of too. The fighter would be just as useful as anyone else if he bothered to pick up Perception, even if he is not as highly ranked since we're talking about somebody in the party just getting a lucky roll.

Ah, sneaking. That thing that half of the classes in the game don't have any ability to do? It is rare for a melee type to take stealth, and practically unherd of for a divine or arcane also. Sure a wizard can cast invis, but if they aren't stealthing they are noticed. If they are stealthing invis gives them a +20 to not be seen, not to be silent. Leave stealth to trained professionals.

And yes, Wizards are very good at running away. So?

Ah, Nobility. Dealing with them should be a 'joyful' experience. Now let me understand, in front of an important person you want to cast a spell? Shouldn't oh say some guards, and maybe a wizard or two under the employee of said noble object? Very violently object? Seriously, even if you have the spell silenced, stilled and quickened anyone trained in Spellcraft will know you did something even if they can't identify the spell. How about we don't try to ruin a character moment by using spells to brute force a situation that calls for social skills and grace?

And lets talk about boosting skills with spells. Unless you know the skill challenge is coming, those bonuses better last for 8 hours or they aren't getting used. Acute Senses? 1 min per level. That isn't going to help you avoid an ambush while traveling, not going to help you spot that dragon a mile away, not going to help you detect a trap before you trigger it. It only helps you if you are about to start looking for something intentionally. 90% of the time, it is a waste of a spell slot.

And casting spells in social situations...yeah. You're going to need that bonus to bluff because it looks incredibly suspicious to start casting spells during a conversation. Talk about subtle, I'd immediately have the people who aren't your allies shift 2 degrees towards hostile.

The main reason most melee have trouble with skills is because classes like Fighter have a gimpy amount of skill points and their class skill selection and natural stat placement don't make them skill based. Wizards aren't much better except that their primary stat gives them skill points and feeds into their class skills.

On the other hand Rogues, Rangers and Bards are all skill mongers. Or are they not melee enough to be included? While they won't have a stat behind every skill they take they are incredibly flexable classes that have a lot of choices of what they can do, which means they can't do everything.

Other melee classes are generally on the skill light side, with stats focused in str and con which doesn't exactly feed into skills. So they aren't as gimpy as a fighter, but nobody would call them "skilled" classes.

And Knock generally substitutes for a Rogue of the Wizards level. That doesn't mean the Wizard auto succeeds. Knock only gives him Level + 10 skill. Stat + tools + class features + class skill gives an actual Rogue more than +10. The 15th level Rogue in my current game has a +35, and that is all day long with Trap Sense to give automatic perception checks whenever she wanders within 10' of a trap. I actually apply it to any hidden device that Disarm Device would work on so she finds secret doors too.

Anyways, every character should be designed with a personality. Give them skills to back it up and RP. Don't fall into the trap of "spells solve everything" because you're wizard isn't a prophet or Batman, he won't be ready for every situation with a prepared spell. Well, unless your GM likes that sort of thing. Weirdo.


The Axe* is the best weapon.

* Benefit: You kill stuff well.

Here's Johnny!

/cevah


Cevah wrote:

The Axe* is the best weapon.

* Benefit: You rock stuff well.

Fixed that for you!


Pack a crowbar. It's the martial equivalent of a scroll of knock, but way cheaper.


I have zero problems with the party hacking/bashing through a wooden door with just about anything.

roguerouge wrote:
Pack a crowbar. It's the martial equivalent of a scroll of knock, but way cheaper.

A crowbar just gives a +2 bonus to trying to break open doors. If you're level 1 with 18 Strength (+4 bonus) and have a Crowbar you have +6 total...you still ain't breaking an iron door (DC 28) open.


roguerouge wrote:
Pack a crowbar. It's the martial equivalent of a scroll of knock

It's sad how true this is.

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